Added shader dump option to GL plugin. glScissor is always set, even when copying to EFB. Indirect texturing and alpha blending fixes. Changed determination if texture dimension recalculation is needed - this might break stuff! Let me know if there are issues so it can be tweaked.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@739 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2008-10-02 03:26:08 +00:00
parent f83057262b
commit a1837662a0
8 changed files with 131 additions and 71 deletions

View File

@ -100,6 +100,17 @@ VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
VSCacheEntry& entry = vshaders[uid];
char *code = GenerateVertexShader(components, Renderer::GetZBufferTarget() != 0);
#ifdef _DEBUG
if( g_Config.iLog & CONF_SAVESHADERS && code ) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/vs_%04i.txt", g_Config.texDumpPath, counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !VertexShaderMngr::CompileVertexShader(entry.shader, code)) {
ERROR_LOG("failed to create vertex shader\n");
return NULL;